Disciples of The Outer Gods
Disciples of The Outer Gods
Disciples of The Outer Gods
1
Knowledge from Beyond Extended Spells List
Yog-Sothoth knows and sees all, and with proper rituals you The following spells are added to the warlock spell list for
can gain access to a small part of that knowledge. you
Starting at 1st level, you can choose one skill when you
finish a short or long rest. You have proficiency on that skill Shub-Niggurath Extended Spells
until you choose a different one with this feature. Spell Level Spells
Features like Expertise can not be applied to these 1st Cure Wounds, Entangle
temporary proficiencies.
2nd Lesser Restoration, Spike Growth
Blink-Step 3rd Plant Growth, Revivify
Making use of knowledge of extradimensional geometries, 4th Grasping Vine, Evard's Black Tentacles
you can cross short distances seemingly instantaneously,
disappearing and appearing in you chosen location. 5th Contagion, Insect Plague
Starting at 6th level, you may use your move to instantly
transport yourself into a space you can see within a radius Accelerated Healing
equal to your base walking speed (usually 30 feet). Starting at first level. your connection to the cosmic
Once you use this feature, you can't use it again until you embodiment of life causes your wounds to heal quickly and
finish a short or long rest. makes you harder to put down for good.
You gain advantage on death saving throws. Additionally, if
Prescient Strike you spend Hit Dice to regain hit points at the end of a short
Starting at 10th level, you can invoke the power of Yog- rest you double the amount of hit points you regain.
Sothoth to gain you precognitive visions of the immediate
future, allowing you to see the course of action that ensures Summon Minor Spawn
your attacks strike true. Starting at 6th level, you may use your action to invoke your
When making an attack roll, you may use this feature to patron and summon a minor spawn of Shub-Niggurath, using
gain advantage on the roll. the statistics of a beast no larger than medium and with a
Once you use this feature, you can't use it again until you challenge rating of or lower, but with its creature type
finish a short or long rest. replaced with aberration. It always has the maximum amount
of hit points when summoned (ie. If the statistics list its hit
Step Outside Angled Space points as 1d8 + 1, it will have 9 hit points).
Starting at 14th level, you may use your move to step outside The spawn takes its turns on your initiative and attempts to
the normal bounds of space and cross great distances protect you by attacking the most recent creature within its
instantaneously, treated as using the Teleport spell except movement to have attacked you (if no creature has attacked
that it only affects you and anything you're wearing or you it attacks the nearest hostile creature). You may use your
carrying. No verbal, somatic or material components are action to command it to attack a specific target or to take the
necessary to use this feature and you may use it even if Dash, Disengage, Dodge or Help action.
unable to cast spells (such as when inside an anti-magic Once you use this feature, you can't use it again until you
field), but not if you are restrained. finish a short or long rest, and you can't have more than one
Once you use this feature, you can't use it again until you spawn summoned at any given time.
finish a long rest.
Unearthly Vitality
Shub-Niggurath: Starting at 10th level, Shub-Niggurath's power fills you with
vital energy, causing you gain resistance to necrotic damage,
I Shub-Niggurath, the Black Goat of the Woods with a and your hit point maximum can't be reduced.
Thousand Young!
Blessing of the Dark Mother
Shub-Niggurath is an Outer God described as the wife of The touch of Shub-Niggurath permeates your flesh, changing
Yog-Sothoth, although what that actually means when you into something closer to her spawn.
talking about godlike eldritch beings is unknown. In any case Starting at 14th level, your creature type changes to
it, or she, is associated with life and fertility, as evidenced by aberration. You counts as both an aberration and your
the epithets she's known with such as The Black Goat of the previous creature type for qualifying for feats etc., but are not
Woods with a Thousand Young and Magna Mater (Great effected by any spells and effects that do not effect
Mother). aberrations. You also gain immunity to diseases and poisons,
Despite the seemingly positive domains Shub-Niggurath is and can no longer die from old age.
certainly not a good deity, for if she does represent life she
represents it at its most primal and savage form. Nyarlathotep
Nonetheless, she is quite commonly worshiped by mortal
To Nyarlathotep all must be told, for he is the messenger
cultists who offer her sacrifices in exchange for gaining her
between the spheres...And he shall put on the waxen mask
boons. Shub-Niggurath has large amounts of monstrous
and wear the robe that hides, and come down from the world
spawn, most famously the fearsome Dark Young of Shub-
of the seven suns to mock mankind.
Niggurath, which her worshipers often treat as proxies of
their deity, offering them sacrifices and supplications.
2
Nyarlathotep is the messenger and herald of the Outer Gods, Great Deception
and is believed to be the physical embodiment of their soul Starting at 14th level, you may invoke Nyarlathotep to
and will. Despite this, it has free will and pursues its own strengthen your illusion spells so that only the most strong-
agendas. Uniquely among the Outer Gods, Nyarlathotep willed can see through your deception.
takes great interest in the affairs of mortals, and often When casting an illusion spell, you may use this feature to
appears to them using one of his avatars, or masks, which it give creatures disadvantage on saves against the spell.
is said to possess a thousand of. Once you use this feature, you can't use it again until you
Unfortunately for mortals, Nyarlathotep is a sadistic being finish a short or long rest.
that enjoys sowing chaos and discord, seemingly for no other
reason than its enjoyment. This makes Nyarlathotep and its
servants probably the most dangerous among the Outer New Cleric Domain: Void
Gods, as unlike the others it is actively malicious towards Cultists worshiping the Great old Ones and Outer Gods are
mortals and will direct its servants to assist in accomplishing very common element in Lovecraftian stories. This domain
its goals. can be used to represents clerics who worships the Outer
Nyarlathotep often makes pacts with mortals, granting Gods or other eldritch beings, suitable for a high priest of a
them forbidden knowledge or magical power in exchange for cult or a PC dedicated to eldritch gods.
claiming their souls or making them perform tasks that serve
its agenda. Such tasks may seem completely innocuous but Void Domain Spells
in actuality be merely small steps in some grand scheme that Cleric Level Spells
may span several human lifetimes.
1st Arms of Hadar, Dissonant Whispers
Extended Spells List 3rd Crown of Madness, Darkness
The following spells are added to the warlock spell list for 5th Hunger of Hadar, Sending
you
7th Dimension Door, Evard's Black Tentacle
Nyarlathotep Extended Spells 9th Contact Other Plane, Dream
Spell Level Spells
1st Disguise Self, Dissonant Whispers Awakened Mind
Starting at 1st level, you gain the ability to touch the minds of
2nd Alter Self, Detect Thought
other creatures. You can communicate telepathically with any
3rd Bestow Curse, Sending creature you can see within 30 feet of you. You don't need to
4th Dominate Beast, Phantasmal Killer share a language with the creature for it to understand you,
but the creature must be able to understand at least one
5th Dominate Person, Geas language.
3
Thought Shield The aura lasts for 1 minute, or until you choose to dismiss
Starting at 8th level your thoughts can't be read by telepathy it using an action, and has a 10 ft radius, centered on you.
or other means unless you allow it. You also have Resistance Hostile living creatures inside the radius gain disadvantage
to psychic damage and whenever a creature deals psychic on their Constitution saving throws. While the aura is active,
damage to you that creature takes the same amount of you regain an amount of hit points equal to your Con modifier
damage that you do. at the start of your turn if you have at least 1 hit point.
4
Bonus Proficiencies Eldritch Origin
At 3rd level you gain proficiency in Arcana and History. If you
This origin is meant to represent general eldritch influence. It
are already proficient with these skills, choose another skill
could be the result of a long-running taint in your bloodline
proficiency for each proficiency you already have.
becoming manifest, mutation due to exposure to unearthly
energies, or being born as a result of an union between an
Eldritch Inspiration eldritch being an a mortal, like Wilbur Whateley (and his
You draw inspiration from your strange and disturbing
brother) in the Dunwich Horror. In any case, there is
dreams, allowing you to create powerful but unsettling
definitely something off about you, and as your sorcerous
compositions.
powers grow, your body also begins to change into something
Starting at 3rd level, when you finish a long rest you may
inhuman.
replace 1d4 of your Bardic Inspiration dice (up to the
maximum amount of Bardic Inspiration dice you have) with Minor Mutation
d8s. These Eldritch Inspiration dice may be used in place of
At 1st level, roll on the chart below for a random mutation
normal Bardic Inspiration dice. When you finish a long rest
you've gained as a result of your strange heritage. These
any unused Eldritch Inspiration are replaced with normal
mutations have no gameplay effect, although if not concealed
Bardic Inspiration dice.
will likely affect how people react to you.
Enthrall Aberration Minor Mutation Table
You have discovered how to play strange and unearthly
D12
melodies that seem to have a hypnotic effect on aberrations. Roll Mutation
Starting at 6th level you may use your action to expend one
of your uses of Bardic Inspiration to select an aberration that 1 Roll twice on this table, rerolling any results of 1 or
you can see within 60 feet of you, and make a perform check. 12
If you succeed it must make a Wisdom save or become 2 Your eyes are completely black
enthralled and unable to attack or cast spells on its next turn.
3 Your mouth is unusually wide, stretching from ear
Once the aberration is enthralled you can attempt to to ear
maintain the effect by making another perform check on your
next round. Success means the aberration remains 4 You have an extra finger in each hand
enthralled. You can maintain the effect for as long as you 5 Your teeth are sharp and needle-like
keep succeeding in making perform checks. However, if the
6 Your skin is cold and slimy
aberration takes any damage, the effect ends immediately.
7 Your fingers have an extra joint
Note of Uncreation 8 Your tongue is unusually long and prehensile
Though madness-induced inspiration or research into
forbidden lore, you have discovered how to play one note of 9 Your skin lacks pigmentation
the music played by the lesser Outer Gods in the court of 10 Your eyes are unusually large and seem to bulge out
Azatoth, said to be what gives the universe its physical laws. from your head
Starting at 14th level you may use your action and expend
11 You are look extremely gaunt and emaciated
one of your uses of Bardic Inspiration to play the Note of
Uncreation. Every creature, including you, within a 30 feet 12 You appear normal, but people still feel there's
radius centered on yourself is immediately deafened and something strange about you
blinded for d6 rounds.
Each creature other than yourself within this range must Frightful Presence
make a Constitution saving throw. A target takes 6d8 + 30 You can channel the feeling of wrongness you evoke in people
force damage and stunned for one round on a failed save. If into a force of supernatural dread.
the save is successful the target still takes 3d8 + 15 force Starting at 1st level, you may as an action and expend a
damage. Creatures killed by this damage immediately Sorcery Point to choose a creature within 30 feet that can
disintegrate into fine white ash. see you. That creature must pass a Wisdom saving throw or
Once you use this feature, you can't use it again until you become frightened of you for one round.
finish a long rest. If the creature passes the save, you can't use this feature on
it for the next 24 hours.
New Sorcerous Origins Major Mutation
Sorcerers gaining magical powers through their bloodline is As your powers grow, the alien influences in your blood
a concept easily adapted into Lovecraftian-style stories. After become more manifest, twisting your body further. At 6th
all, non-human influences in humanity, tainted bloodlines and level, roll on the table below for a random mutation.
such were one of the recurring themes in his writing.
5
Major Mutation Table Aberrant Form
D10 Starting at 18th level, your body becomes a truly unnatural,
Roll Mutation horrifying mockery of humanoid form. Roll again on the
Major Mutation table, rerolling any result you already have,
1 Armored Skin: Your skin becomes tough and rubbery,
allowing you to deflect blows. When you aren't and gain that mutation.
wearing armor, your AC equals 13 + your Dex In addition, your creature type changes to aberration. You
modifier. counts as both an aberration and your previous creature type
for qualifying for feats etc., but are not effected by any spells
2 Finger Like Blades: Your fingers turn into long, sharp
talons. Your unarmed strikes deal slashing damage and effects that do not effect aberrations. You also gain
equal to d6 + your Str modifier. immunity to diseases and poisons, and can no longer die
from old age.
3 Eyeless Sight: Your eyes atrophy, rendering you blind,
but you gain unnatural senses that let you perceive
your surroundings. You gain blindsight 60 ft, but Deep One Origin
can't see beyond this radius. You are immune to Deep Ones are an ancient race of aquatic humanoids with a
being blinded.
fish- or amphibian-like appearance that worship the Great
4 Membranous Wings: Wings sprout from your back, Old Ones. The Deep Ones regularly interbreed with humans,
granting you flying speed equal to your base walking producing hybrids that initially appear humans, but upon
speed. reaching adulthood they begin to take on more attributes of
5 Acid Spray: You can use your action to vomit a stream the Deep Ones as they age, eventually turning into Deep
of acid. Every creature in a 15 foot cone in front of Ones themselves. Eventually the hybrid will be compelled to
you must take a Dex save with DC of 8 + your Con slip into the sea to live with the immortal Deep Ones in their
modifier + your proficiency bonus. On a failed save underwater cities.
they take 2d6 + you Con modifier in acid damage,
and half as much on a successful one. After you use
this ability you can't use it again until Bonus Spells
The Deep Ones have long served the Great Old Ones, and
6 Malleable Form: Your body becomes soft and flexible, you can feel the connection in your blood, affecting the types
allowing you to squeeze into tight spaces with ease.
You can fit through spaces large enough for a of spells you manifest. You gain the following spells at listed
creature one sizes smaller than yourself without sorcerer levels. These spells do not count against the number
squeezing, and two sizes smaller than yourself with of sorcerer spells you know.
squeezing.
7 Corrosive Slime: Your blood and sweat are replaced
Deep One Bloodline Bonus Spells
with acidic slime. You gain immunity to acid damage, Sorcerer Level Bonus Spells
and being in contact with your skin for one round or 1st Armor of Agathys, Arms of Hadar
hitting you with a melee attack while within 5 feet of
you causes d6 acid damage. 3rd Darkness, Crown of Madness
8 Writhing Tentacles: Your legs transform into a mass of 5th Hunger of Hadar, Water Breathing
writhing, sucker-tipped tentacles. You gain climbing 7th Confusion, Evard's Black Tentacle
speed equal to your walking speed and have
advantage when making grapple checks. 9th Contact Other Plane, Dream
9 Phase Shifter: You can, as an action, shift yourself
slightly out of phase with reality, turning yourself The Innsmouth Look
invisible for up to one hour. Anything you're carrying While you still appear mostly human, you have started to take
or wearing also turns invisible. The effect ends if you on some of the attributes of the Deep Ones: narrow head
attack or cast a spell. After you use this ability you with a flat nose and bulgy, staring eyes.
can't use it again until after you finish a short or long
rest. In addition, starting at 1st level you have swim speed equal
to your base walking speed.
10 Roll twice on this table, rerolling any results of 10
Deep One Hybrid
Unnatural Flesh Starting at 6th level, your body start to take on more of the
Starting at 14th level any slashing, piercing or bludgeoning attributes of the Deep Ones. Your appearance at this points
damage you take from nonmagical weapons is reduced by 3. starts to become noticeable inhuman, with your ears
In addition, you may spend 5 Sorcery Point to regain shrinking, hair falling off and skin starting to become
amount of hit points equal to you Con modifier at the start of scabrous and slimy.
your turn, as long as you have at least 1 hit point, for the next In addition, you can hold your breath for an amount of
5 minutes. minutes equal to 1 + twice you Con modifier, and you have
Once you use this feature, you can't use it again until you advantage on saving throws and skill checks to escape a
finish a short or long rest. grapple.
6
Deep One Transformation Binding of Alhazred
At 14th level you fully transform into a Deep One. Your race Starting at 14th level, you can use your magic to bring
changes into Deep One, although you retain your old racial aberrations and summoned creatures under your control.
traits. You can no longer die from old age, and can breathe in As an action, you can choose one aberration or a creature
both air and water. You gain darkvision 60 feet and swim summoned or created with a conjuration spell that you can
speed of 40 feet. When you aren't wearing armor, your AC see within 60 feet of you. That creature must make a
equals 11 + your Dex modifier. Charisma saving throw against your wizard spell save DC. If
the creature has 10 or higher Int, it has advantage on the
Whispers of the Old Ones saving throw.
Using your sorcerous abilities you can tap into the If the creature succeeds the saving throw, you can't use this
connection your blood shares with the Great Old Ones, feature on it again. If it fails, it becomes friendly to you and
projecting nightmarish visions into the minds of your obeys your commands until you use this feature again. At the
enemies. end of every hour it can repeat the failed save until it
Starting at 18th level, You may use your action to expend succeeds and breaks free.
any number of your current Sorcery Points to force a
creature within 60 feet that you can see to make a Wisdom
saving throw against your sorcerer spell save DC + the
New Paladin Oath: Oath
number of Sorcery Points expended. On a failed save it is
frightened for a number of rounds equal to the number of
of the Elder Sign
Sorcery Points expended. Most of Lovecraft's protagonists tend to be mostly ordinary
Once you use this feature, you can't use it again until you people, and also have a tendency to die or go mad following
finish a short or long rest. their encounter with the Mythos. However, in a fantasy
setting where you have orders of holy warriors devoted to
fighting evil and protecting the innocents, having an a paladin
New Wizard Arcane devoted to rooting out and destroying dangerous cults and
aberrations seems appropriate.
Tradition: Eldritch
Scholar Tenets of the Oath
Paladins who take this oath are sworn to root out heretical
This arcane tradition is meant to represent wizards dwelling cults and protect the minds and souls of the people from the
into eldritch lore. While the use of magic in the Cthulhu horrors that dwell in the darkness beyond. They are
Mythos is mostly the purview of villainous characters, there determined to stand in the face of darkness and oppose it to
are some exceptions. Professor Armitage and his colleagues the very end, regardless of the cost.
in the Dunwich Horror studied the Necronomicon in order Root Out Evil. Your enemies will use subterfuge and hide
to learn the ritual that allowed them to destroy the titular in the shadows, but you will find them and drag them out of
monster, and dr. Willet in the Case of Charles Dexter Ward their hiding places and bring them to justice.
uses a spell to destroy the villain of the novel. Steel Your Mind. You will be exposed to things too terrible
to described, and come to understand just how close we
Bonus Proficiencies stand to the precipice of oblivion. You devotion must be
At 2nd level you gain proficiency in Arcana and Investigation. unflinching and your will strong enough to not fall into
If you are already proficient with these skills, choose another madness and despair in the face of all the horrors you
skill proficiency from wizard skills for each proficiency you encounter.
already have. Knowledge Can Destroy. There are things that a mortal
mind was not meant to know: terrifying vistas of reality and
Eldritch Lore our frightful position therein that would cause all but the
Starting at 2nd level, you have advantage on your Arcana most strong-willed to go mad from the revelation. Keep such
checks, as well as on Intelligence checks to recall information knowledge secret, for the ignorance of such horrors may be
about aberrations. all that stand between civilization and madness.
Hold Back the Darkness. You may not be able to truly
Invocation of Ibn Ghazi win, for the Old Ones are beyond time and death, but you can
At 6th level, add Dispel Magic to your spellbook, if it is not at least slay their worshipers and delay their return, and in
there already. You can cast Dispel Magic without expending a doing so buy mortals more time, even if only for one more
spell slot. When you do so, the spell automatically ends any day.
illusion spells on the target, but has no effect on spells of
other schools. Oath Spells
When you cast Dispel Magic this way, you can't do so again You gain oath spells at the paladin levels listed
until you finish a short or long rest, though you can still cast it
normally using an available spell slot.
Inured to Horrors Starting at 10th level, you have
advantage on saving throws to resist being frightened, and
you gain resistance to psychic damage.
7
Oath of the Elder Sign Spells
Paladin Level Bonus Spells
3rd Detect Evil and Good, Heroism
5th See Invisibility, Zone of Truth
9th Crusader's Mantle, Dispel Magic
13th Aura of Purity, Banishment
17th Hold Monster, Modify Memory
Channel Divinity
When you take this oath at 3rd level you gain the following
two Channel Divinity options
Elder Sign. You can use your Channel Divinity to form a
magical symbol that has the power to repel aberrations. As
an action, you present your holy symbol, and each aberration
within 30 feet of you that can see you must make a Wisdom
saving throw. On a failed save, the creature is turned for one
minute or until it takes damage.
A turned creature must spend its turns trying to move as
far away from you as it cab, and it can't willingly move to a
space within 30 feet of you. It also can't take reactions. For its
actions, it can only use the Dash action or try to escape from
an effect that prevents it from moving. If there is nowhere the
move the creature can use the Dodge action.
If the creature's true form is concealed by an illusion,
shapeshifting or other effect, that form is revealed while it is
turned.
Smite Aberration. As a bonus action, you can use your
Channel Divinity to empower yourself to smite aberrations.
For the next 1 minute your melee weapon attacks deal 1d8
radiant damage, in addition to the weapon's damage, when
you're attacking an aberration. This damage stacks with
Divine Smite and Improved Divine Smite.
Bane of Cults
Your experience in fighting eldritch cults has taught you their
ways and how to track them down, as well as inured you to
the horrors you face.
Starting at 7th level you gain proficiency in Arcana and
Investigation, and you have advantage on saving throws
against being frightened. You also gain advantage on
intimidation checks against cultists and other servants of evil
or eldritch gods.
Mind of Steel
Starting at 15th level your thoughts can't be read by telepathy
or other means unless you allow it. In addition, you gain
resistance to psychic damage and advantage on saving
throws against illusion and enchantment spells.
Slayer of Nightmares
At 20th level, as an action, you can empower yourself with
divine might to strike down the horrors that dwell in the
darkness. For the next 1 minute, your Divine Smite deals 1d8
extra damage against aberrations and they have disadvantage
on saving throws against your paladin spells and Channel
Divinity abilities.
In addition, for the duration you have advantage when
attacking aberrations and evil creatures, as well as on saving
throws against spells cast by them. Once you use this feature,
you can't use it again until after you finish a long rest.